A skeleton, and an honest answer first
AI Rigging
Bones and skin weights for humanoid characters — with a pre-flight check that looks at your model and tells you if it cannot be rigged, before anything is spent.
What it does
Standard humanoid skeleton
A conventional layout, which is what makes motion libraries and engine retargeting available without per-character remapping.
Checked before charged
The studio photographs your model from the viewer and has it assessed. Not a humanoid, or not in a T-pose, and you are told why in a sentence.
Reasons, not refusals
“The arms are angled down in an A-pose rather than straight out to the sides” — specific enough to act on.
You can override
Vision misjudges silhouettes, and a false negative should never block a model that would have rigged fine.
How it works
- Load a humanoid in a T-poseArms straight out to the sides, legs straight and slightly apart, facing forward.
- Press rigA frame is captured from the viewer and assessed first.
- Read the verdictRiggable, and it proceeds. Not riggable, and you get the reason plus the choice to continue anyway.
- Inspect the weightsAutomatic skinning is reliable at the torso and progressively less so at the extremities.
What people use it for
- Getting a generated character animatable without hand-rigging
- Rigging an uploaded humanoid mesh
- Preparing characters for a motion capture or animation library
- Prototyping character movement before committing to a bespoke rig
What it cannot do
- Humanoids in a T-pose only. An A-pose looks riggable and is not — the joints land wrong
- Quadrupeds, vehicles and props have no standard skeleton to match against
- You get bones and weights, not a rig — no IK controls, pole vectors or control hierarchy
- Fingers, jaw and thin overlapping geometry usually need a weighting pass by hand
The details
- Input
- A humanoid mesh in a T-pose
- Pre-flight check
- Humanoid and pose, from viewer frames
- Override
- Available
- Chain
- GLB converted to FBX automatically